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4. ESTIMACIÓN DEL BENEFICIO PAÍS NETO

4.4. RESULTADOS

Much of this room has collapsed. Large blocks protrude through the outer walls and several have settled in the middle of the chamber. A giant metal brazier frosted in a green patina stands on its side, wedged in place against the roof.

Hazard: The ceiling is loose and precariously balanced

atop the brazier, ready to collapse completely if disturbed. The danger can be recognized with a successful DC 20 Knowledge (engineering) or Craft (stonemasonry) check (dwarves automatically get a check to notice the weakened ceiling). Any attempt to move the brazier, or any damage to the ceiling, triggers a cave–in (Core Rulebook 415).

Story Award: Award the PCs 4,800 XP if they identify the

danger or if they trigger the cave-in.

K. GIANTS’ CAMPFIRE

Numerous giant-sized footprints scar the earth around the remains of a large campfire, which lie nestled between an outcropping of large boulders.

With a successful DC 10 Survival check, a character detects heat rising from the ashes of the campfire, suggesting it was only recently abandoned. Anyone who stirs up the smoldering coals discovers the cracked, blackened bones of a Medium- sized humanoid. The bones belonged to a man named Fineal Smick, a prospector from Shinnerman’s Fortune who served as the giants’ most recent meal. A PC who succeeds at a DC 15 Perception check while searching the fire pit uncovers an intact human skull and jaw—just enough remains on which to cast

speak with dead. If the PCs do so, they find that the condition

of the corpse means Fineal can give only partial answers to their questions. However, through careful questioning, they may be able to learn the following information.

Fineal was taken along with Tarram Shinnerman and two other prospectors by a small band of trolls led by a tremendous dusky-skinned giant whom the others called Gristlecrack. The giants were headed east toward a place called the Cathedral of Minderhal to offer their captives to some sort of giant lord named Urathash. This information contradicts the earlier testimony given by one of the prospectors rescued from the Ogre’s Picnic, suggesting that the giant named Gristlecrack is not the Storm Tyrant.

Development: If the PCs attempt to track the giants, a

successful DC 11 Survival check enables them to follow the tracks eastward for approximately 6 miles to another side valley (area L).

L. GIANT KIDNAPPERS (CR 10)

A small patrol of giants has made temporary camp at the opening to a side valley. If the PCs are following the giant tracks from area K, the footprints end here.

Creatures: The giant patrol—two pairs of moss trolls

and trolls, under the command of a huge hill giant named Gristlecrack—is traveling east toward the Cathedral of Minderhal following the patrol’s raid on the village

of Shinnerman’s Fortune. Towering above her allies, Gristlecrack is a mongrel giant with taiga giant blood, which gives her dusky gray skin, a thick lower jaw and protruding fangs, and long red hair tied back in a single thick braid.

The giants have been slowed by the presence of their captives, but if the PCs are hoping to find Tarram Shinnerman or any of the other captives from Shinnerman’s Fortune, they are out of luck. Gristlecrack built a fire to signal the red dragon currently residing at the Cathedral of Minderhal, who carried Tarram and the two surviving prospectors back to the cathedral. Since divesting themselves of their captives, the giants are no longer in such a hurry to reach the cathedral and have lingered in this valley hunting. Even at rest, however, the giants remain wary, and attack any non-giants approaching their camp.

If the PCs are following the giants’ tracks from area K, they have 10 hours to reach the camp before the giants pack up and continue on. If the PCs arrive later, they can continue tracking the giants to the Cathedral of Minderhal, but the giants should have an opportunity to notice the PCs trailing them. If successful, the giants excitedly hunt down the PCs, as Gristlecrack has come to appreciate the taste of roasted humans over the past few weeks.

GRISTLECRACK CR 8

XP 4,800

Female mongrel hill giant (taiga giant ancestry) (see page 90,

Pathfinder RPG Bestiary 150)

CE Huge humanoid (giant)

Init +2; Senses low-light vision; Perception +7 DEFENSE

AC 22, touch 10, flat-footed 22 (+4 deflection, –2 Dex,

+12 natural, –2 size)

hp 105 (10d8+60) Fort +13, Ref +1, Will +6

Defensive Abilities rock catching; Immune enchantment and

illusion spells OFFENSE Speed 40 ft. Melee greatclub +16/+11 (3d8+16) or 2 slams +16 (1d8+11) Ranged rock +4 (2d6+16) Space 15 ft.; Reach 15 ft.

Special Attacks rock throwing (120 ft.) TACTICS

Before Combat Gristlecrack performs her spirit summoning

ritual each day at dawn.

STATISTICS

Str 33, Dex 6, Con 23, Int 6, Wis 12, Cha 7 Base Atk +7; CMB +20; CMD 32

Feats Improved Initiative, Intimidating Prowess, Iron Will,

Martial Weapon Proficiency (greatclub), Power Attack

Skills Climb +15, Intimidate +15, Perception +7, Stealth –10

(–6 in undergrowth), Survival +7; Racial Modifiers

+4 Stealth in undergrowth

Languages Giant

SQ taiga giant ancestry (shrewd, spirit summoning) Gear greatclub, hand of stoneUE

SPECIAL ABILITIES

Spirit Summoning (Su) Once per day, Gristlecrack can perform

a 10-minute ritual to tap into the power and insight of her ancestral spirits. These spirits provide a +4 deflection bonus to AC and immunity to enchantment and illusion spells. The effects of a spirit summoning persist for 24 hours.

MOSS TROLLS (2) CR 3

XP 1,600 each

hp 30 each (Pathfinder RPG Bestiary 3 273)

TROLLS (2) CR 5

XP 1,600 each

hp 63 each (Pathfinder RPG Bestiary 268)

Treasure: Gristlecrack carries a bag containing a +1

short sword, a potion of gaseous form, a scroll of mirror image,

a gold bowl engraved with images of dwarves fighting giants (worth 400 gp), a gold f lute (worth 1,000 gp), a small diamond (worth 900 gp), two opals (worth 500 gp each), 679 gp, 180 sp, 900 cp, and a collection of 14 feet (dwarven, half ling, and human)—most of which were claimed at Shinnerman’s Fortune.

M. ADUROMI’S CHAPEL

A broad wood of young aspens and birches sweeps through this vale. The trees sway softly, their pale branches glimmering in the light. Near the edge of the grove, a forgotten pathway of badly weathered dark stone pokes through the forest floor, leading to a clearing containing a large structure of timeworn stone. Colorful lichens cling to the walls, and most of the slate roof has collapsed inward. Jumbles of great granite blocks lie around the building, half buried beneath the soil and fallen leaves.

The fire giant cleric Aduromi, known as the Priestess of Crystals, built this chapel in honor of her god Zursvaater, as well as to protect her mystical fire geodes, which the PCs may be searching for if they have already talked with the slag giant oracle Etena in the Forgeheart (area Z14).

Use the map on page 36 for this area.

M1. Sanctuary (CR 10)

A row of five half-columns splits this foyer, their crowns carved into small stone offering bowls. Beyond the foyer, a wide set of stairs descends to a recessed central chamber with three long prayer

benches. The stone benches are cracked and covered with moss. Much of the ceiling has collapsed into piles of giant slate shingles. Shrubs and weeds grow through the floor, covering everything in verdant tangles. Along the west wall, two flights of stairs climb to raised balconies with cracked stone railings. The first staircase coils around a slender menhir topped with the crudely carved countenance of a heavy-browed fire giant.

To the north, a set of steps climbs to a broad dais facing the benches. A huge fire pit fashioned from sheets of hammered black iron, bent and riveted together, stands upon the dais atop an ornately forged cast iron frame. A wide stone altar stands behind the fire pit, engraved with a giant helm with huge fangs. The altar and dais are draped in a thick blanket of stringy greenish moss.

During the day, light spills into the ruins through the open roof, feeding the vegetation growing here as well as the chapel’s ancient guardian (see Creature below). What at first appear to be sticks and other forest detritus poking through the moss are really the skeletal remains of a dozen or so creatures (an assortment of both giants and beasts), left by the creature’s untidy eating habits.

A PC who succeeds at a DC 20 Knowledge (religion) check recognizes the altar and the menhir as being dedicated to the fire giant god Zursvaater, the Prince of Steel.

A short wall to the east of the dais holds a secret door that can be found with a successful DC 25 Perception check; the door leads to area M3 behind the dais.

Creature: To protect the secrets of the fire geodes, Aduromi

planted the seeds of a perennial f lesh-devouring giant f lytrap. The f lytrap is rooted behind the altar and remains motionless until prey draws near. Though kept alive by sunlight, it hasn’t had live prey in some time, and greedily awaits a meal of fresh meat.

GIANT FLYTRAP CR 10

XP 9,600

hp 149 (Pathfinder RPG Bestiary 134)

Treasure: One of the branches on the f loor is actually a

sapling rod (Ultimate Equipment 186), which can be found with

a successful DC 20 Perception check.